Do a Let's Play of my Knytt Stories level and I'll gift you a Steam game!

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The very fact you are offering 30 dollars just so people will play (and talk about) your game means I want to play it. Even if I finished, I wouldnt collect the bounty.

A few questions, I saw very recently that there was a DS version of Knytt, would this level run in it?
And, if I were to begin playing Knytt for the first time, would I be better off playing some other level first, then moving up to this, or should it be possible, reasoable to coplete this without a good grasp of the mechanics from the get go.

The very fact you are offering 30 dollars just so people will play (and talk about) your game means I want to play it. Even if I finished, I wouldnt collect the bounty.

A few questions, I saw very recently that there was a DS version of Knytt, would this level run in it?
And, if I were to begin playing Knytt for the first time, would I be better off playing some other level first, then moving up to this, or should it be possible, reasoable to coplete this without a good grasp of the mechanics from the get go.

The DS version isn't a port per se, it's a "faithful recreation" of the game, so I doubt it will.

As for going cold into this level, I seriously don't recommend it. It would be like going into I wanna be the guy without having ever played a platformer. You need a good grasp of the mechanics, how far a jump takes you, how fast you can move, and how the game engine works, stuff like that.

The reason I'm offering so much is that no one has ever gotten the complete ending, and around 3-5 people have actually finished the level, and they were hardcore Knytt players. I will be pleasantly surprised if anyone actually finishes this, it's one of the hardest KS levels of all time.

It's unforgiving, it requires precise timing, and even then there are some random death traps. And at times save points are scarce. So it really is an expert-only level. You can avoid some death traps if you're aware of what the game engine is capable of. But even then it's unfair at times.

Random death and scare save points are artifical difficulty increasers. Just like lives.

I didn't know any better back then, but there's at most 2-3 screens without save points most of the time. It's about going through a series of motions, not just getting through the traps. Some of them wouldn't have had the same thrill if it wasn't for the momentum involved.